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Difference between revisions of "UE3:UTWeap SniperRifle (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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| {{tl|WeaponFireSnd||UTWeapon}}[0]
 
| {{tl|WeaponFireSnd||UTWeapon}}[0]
 
| {{cl|SoundCue}}'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
 
| {{cl|SoundCue}}'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
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|-
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| {{tl|WeaponFireWaveForm||UTWeapon internal variables}}
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| {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1'
 
|-
 
|-
 
| {{tl|WeaponPutDownSnd||UTWeapon}}
 
| {{tl|WeaponPutDownSnd||UTWeapon}}

Latest revision as of 07:28, 16 August 2009

UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTWeap_SniperRifle
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bAbortZoom[edit]

Type: bool

Zoom minimum time

bDisplayCrosshair[edit]

Type: bool

Whether the standard crosshair should be displayed

Default value: True

FadeTime[edit]

Type: float


Default value: 0.3

HeadShotDamageMult[edit]

Type: float


Default value: 2.0

HeadShotDamageType[edit]

Type: class<UTDamageType>


Default value: Class'UTGame.UTDmgType_SniperHeadShot'

HudMaterial[edit]

Type: Texture2D


Default value: Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair'

RunningHeadshotScale[edit]

Type: float

headshot scale factor when running or falling

Default value: 0.8

SlowHeadshotScale[edit]

Type: float

headshot scale factor when moving slowly or stopped

Default value: 1.75

TeamSkins[edit]

Type: array<MaterialInterface>


Default value, index 0: Material'WP_SniperRifle.Materials.M_WP_SniperRifle'

Default value, index 1: MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue'

ZoomCount[edit]

Type: int

tracks number of zoom started calls before zoom is ended

ZoomLoop[edit]

Type: AudioComponent

sound while the zoom is in progress

ZoomLoopCue[edit]

Type: SoundCue


Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue'

Default values[edit]

Property Value
AimError 600.0
AIRating 0.7
AmmoCount 10
ArmsAnimSet AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms'
AttachmentClass Class'UTGame.UTAttachment_SniperRifle'
bInstantHit True
bSniping True
bTargetAdhesionEnabled True
bTargetFrictionEnabled True
bWarnIfInLocker True
bZoomedFireMode[1] 1
CrossHairCoordinates
Member Value
U 256.0
CurrentRating 0.7
EquipTime 0.6
FireInterval[0] 1.33
FireInterval[1] 1.33
FiringStatesArray[1] 'Active'
GroupWeight 0.5
IconCoordinates
Member Value
U 726.0
UL 165.0
V 532.0
VL 51.0
IconHeight 51
IconWidth 54
IconX 451
IconY 448
InstantHitDamage[0] 70.0
InstantHitDamageTypes[0] Class'UTGame.UTDmgType_SniperPrimary'
InstantHitDamageTypes[1] None
InstantHitMomentum[0] 10000.0
InventoryGroup 9
ItemName "Sniper Rifle"
LockerAmmoCount 10
LockerRotation
Member Value
Pitch 0
Roll -16384
Yaw 0
MaxAmmoCount 40
MaxDesireability 0.63
MuzzleFlashLightClass Class'UTGame.UTRocketMuzzleFlashLight'
MuzzleFlashPSCTemplate ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_MuzzleFlash'
PickupMessage "Sniper Rifle"
PickupSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Sniper_Cue'
Priority 4.1
PutDownTime 0.45
QuickPickGroup 7
QuickPickWeight 0.8
TargetFrictionMultiplierRange
Member Value
X 0.1
Y 0.2
TargetFrictionOffset
Member Value
X 0.0
Y 0.0
Z 40.0
WeaponColor
Member Value
A 255
B 64
G 0
R 255
WeaponEquipSnd SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Raise_Cue'
WeaponFireSnd[0] SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
WeaponFireWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1'
WeaponPutDownSnd SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Lower_Cue'
ZoomedRate 30.0
ZoomedTargetFOV 12.0
ZoomedTurnSpeedScalePct 0.45

Subobjects[edit]

FirstPersonMesh[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTWeapon.FirstPersonMesh

Property Value
Animations AnimNodeSequence'UTGame.Default__UTWeap_SniperRifle:MeshSequenceA'
AnimSets[0] AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Base'
bForceUpdateAttachmentsInTick True
FOV 65.0
Scale 1.5
SkeletalMesh SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P'

PickupMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeapon.PickupMesh

Property Value
SkeletalMesh SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid'

Functions[edit]

Events[edit]

CauseMuzzleFlash[edit]

simulated event CauseMuzzleFlash ()

Overrides: UTWeapon.CauseMuzzleFlash

Causes the muzzle flash to turn on and setup a time to turn it back off again.

Other instance functions[edit]

BestMode[edit]

function byte BestMode ()

Overrides: UTWeapon.BestMode

BestMode() choose between regular or alt-fire

ChangeVisibility[edit]

simulated function ChangeVisibility (bool bIsVisible)

Overrides: UTWeapon.ChangeVisibility

This function is called from the pawn when the visibility of the weapon changes

DenyClientWeaponSet[edit]

simulated function bool DenyClientWeaponSet ()

Overrides: Weapon.DenyClientWeaponSet

Returns true if this weapon wants to deny a ClientWeaponSwitch call

DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTWeapon.DrawWeaponCrosshair

Draw the Crosshairs

DrawZoomedOverlay[edit]

simulated function DrawZoomedOverlay (HUD H)


EndFire[edit]

simulated function EndFire (byte FireModeNum)

Overrides: UTWeapon.EndFire

We Override endfire to add support for zooming

EndZoom[edit]

simulated function EndZoom (UTPlayerController PC)

Overrides: UTWeapon.EndZoom

Called when zooming ends

Parameters:

  • PC - cast of Instigator.Controller for convenience

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GetEffectLocation[edit]

simulated function Object.Vector GetEffectLocation ()

Overrides: UTWeapon.GetEffectLocation

(Description copied from UTWeapon.GetEffectLocation)


Returns:

the location + offset from which to spawn effects (primarily tracers)

Gotozoom[edit]

simulated function Gotozoom ()


HolderEnteredVehicle[edit]

simulated function HolderEnteredVehicle ()

Overrides: UTWeapon.HolderEnteredVehicle

called when Instigator enters a vehicle while we are its Weapon

LeaveZoom[edit]

simulated function LeaveZoom ()


PlayWeaponPutDown[edit]

simulated function PlayWeaponPutDown ()

Overrides: UTWeapon.PlayWeaponPutDown

Show the weapon being put away

PreloadTextures[edit]

simulated function PreloadTextures (bool bForcePreload)

Overrides: UTWeapon.PreloadTextures


ProcessInstantHit[edit]

simulated function ProcessInstantHit (byte FiringMode, Actor.ImpactInfo Impact)

Overrides: UTWeapon.ProcessInstantHit

(Description copied from Weapon.ProcessInstantHit)
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server

Parameters:

  • HitActor - Actor hit by trace
  • AimDir - Aim direction of shot
  • HitLocation - world location vector where HitActor was hit by trace
  • HitNormal - hit normal vector
  • HitInto - TraceHitInfo struct returning useful info like component hit, bone, material..

PutDownWeapon[edit]

simulated function PutDownWeapon ()

Overrides: Weapon.PutDownWeapon

This function is called to put a weapon down

RecommendRangedAttack[edit]

function bool RecommendRangedAttack ()

Overrides: Weapon.RecommendRangedAttack


RestartCrosshair[edit]

simulated function RestartCrosshair ()


SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

Overrides: UTWeapon.SetSkin

(Description copied from UTWeapon.SetSkin)
Material control

Parameters:

  • NewMaterial - The new material to apply or none to clear it

StartZoom[edit]

simulated function StartZoom (UTPlayerController PC)

Overrides: UTWeapon.StartZoom

Called when zooming starts

Parameters:

  • PC - cast of Instigator.Controller for convenience

StopZoom[edit]

simulated function StopZoom ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle